Abimes by LDJam user 408496
Abimes
How far can you go?






Dive into a breathtaking adventure game where you descend into the mysterious abyss. Explore the wonders of diverse underwater life and outwit the relentless hunger of lurking sharks!
2D Artists:
AbrisBus - Alexis Loup
Pseudraw - Antoine Bardon
Faltysian - Maelys Favennec
Ravioli - Mathis Humblot
Alicia - Alicia Burgaud
Mil00u - Saige Nightngale
Sound Designer:
- Vityusha - Vitya Zabashta
Programmer:
- Kessel Nebula - Vinicius Romao
| HTML5 itch.io play | https://neo32.itch.io/abimes |
| Original URL | https://ldjam.com/events/ludum-dare/57/abimes |
Ratings
| Overall | 127th | 3.975⭐ | 63🧑⚖️ |
| Fun | 535th | 3.233⭐ | 62🧑⚖️ |
| Innovation | 549th | 3.09⭐ | 63🧑⚖️ |
| Theme | 145th | 4.139⭐ | 63🧑⚖️ |
| Graphics | 10th | 4.77⭐ | 63🧑⚖️ |
| Mood | 26th | 4.377⭐ | 63🧑⚖️ |
| Given | 43🗳️ | 20🗨️ |
There were a couple of weird things with the frame, for example when reaching the end it looked like this

Thank you for this game!
there isn't much here as far as gameplay gameplay but I can tell there was a lot of work put into the way the game visually flows. it's so cool how it starts form the dark and cold feeling environment and it slowly transitions to the warm and bright tones as you go, as well as the little aquatic present getting a little bit more alien looking. The final section feels very comforting and peaceful. it's real visual treat and a great payoff for making it to the end.
This is one of my fave game stylistically, congrats to the the artists!!
i did notice some lagging in the final area, but it was still playable
I got stuck on the bottom of the last level, was that supposed to happen?
The changes between the regions felt a little abrupt - particularly with the music. Easing into those sections in terms of slowly indicating that things are changing and having the music fading in and out might help make those moments feel less abrupt. I also had a bit of trouble figuring out where I was going towards the end. Maybe there could be some kind of mechanical indication of which way you should go?
Enjoyed the game though!
The music is very nice and the shark scene creates a decent amount of tension.
I would like you to improve the level design so it's easier to understand where to move, as well as understand which obstacles you can swim under and which you can't.
Giant credits to all these artists!
Great job!
P.S. Please support WASD :D
Great entry! Loved the design of the enemies and the individual biomes and your art team really knocked it out of the park. Given the layered nature of the art I feel like parallax would be pretty easy to add to really give it a sense of depth (pun intended). Good job!
I do have a few suggestions to make this better. First, on the graphical side - normally I wouldn't mention this, but since this is a visuals-focused game, there should really be a fullscreen option on the web build. It was stuck in a small window and I couldn't fully immerse myself. I would also suggest running it in a higher resolution to show off the art. Even in that small window it looked pretty jagged to me.
Gameplay-wise, I understand that this is essentially a walking simulator, where the mood and visuals are the real focus. However, I think some more thought-out gameplay elements could enhance that mood even more. For example, the movement right now is very stilted - you could think about creating some smoother movement that makes the player feel like they're swimming. I would also improve the navigation. The art is gorgeous, but it's often hard to tell what's a wall and what's not, or where to go next. You could use colours and light to better direct the player's attention to the path forward. In terms of new ideas, you could always add some light puzzle or exploration elements to keep the player engaged and immersed in the world.
Overall, beautiful work!